Skills

Bevy Genre Horror

Bevy 0.20 horror router: sanity, stalker suspicion, and light energy as ECS data, with...

Install

npx skills add thedivergentai/Game-Dev-Agentic-Skills --skill bevy-genre-horror -g -a claude-code -y
Category
Media
Updated
19d ago
License
LGPL-3.0
Context cost
Mediumabout 2,065 tokens
Runs scripts
No, instructions only

What it does

Bevy 0.20 horror router: sanity, stalker suspicion, and light energy as ECS data, with lighting, audio, and navigation in the linked skills. Use when routing a horror game. Keywords: Bevy, Horror, sanity, stalker, ECS, router.

Bevy Horror (thin router)

Genre router. Domain work lives in the Bevy skills below.

When to use

Load this for sanity or detection as your components, plus lighting and audio.

ECS shape

  • Components hold the genre's per-entity flags as plain data. This file does not name new engine types.
  • Resources hold run-wide counters (score, wave index, seed) via bevy-data-resources.
  • Systems read those components on Update or the fixed timestep from bevy-master. Order them with .chain() when a later system must see the result.
  • Schedule: gameplay mode changes go through bevy-state-machines. This file registers only the sanity, suspicion, and light systems.

Routing

Scope

Sanity, suspicion, and light energy live on components. Darkness, stingers, and stalker paths stay in the skills linked above.

CallOwner hereLeave to the linked skill
Fear falls while the player is vulnerableSanity on FixedUpdateA light or audio crate
The stalker has line of sightStalker.sees_player and suspicionPathfinding in bevy-ai-navigation
A held light spends energyLightCell.energySpotlights in bevy-3d-lighting
[dependencies]
bevy = "0.20"
#[derive(Component)]
#[require(Transform)]
struct Sanity {
    value: f32,
}

#[derive(Resource)]
struct SanityDrain(f32);
Read the whole SKILL.md on GitHub

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